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Author Topic: Necromancer's Handbook  (Read 1029 times)
Ephraim
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LordZakath
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« on: May 26, 2005, 11:24:05 pm »

Necromancer's Handbook
{2}
Artifact

{2}, {T}: Remove target creature card in your graveyard from the game.
{4}, {T}, Sacrifice Necromancer's Handbook: Put into play under your control all cards removed from the game with Necromancer's Handbook.

Each resurrection is subtly different, but the notes in the margins of the handbook unify the precepts of necromancy into one.

***

I figure that the time and mana investment are suitably huge to make this fair (and possibly/probably weak.) Of course, the possibility of dropping three uncounterable Blistering Firecats at once may make the investment worthwhile. In some ways this is like Synod Sanctum and Safe Haven. The reason I have made its costs so much greater is because the other two require the permanents they're nabbing to be in play, which hypothetically requires that they be cast first. This can be enabled by any classic reanimator assistant.
« Last Edit: June 30, 2005, 01:17:21 am by Matt » Logged

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Ephraim
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LordZakath
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« Reply #1 on: May 26, 2005, 11:24:17 pm »

Current Wording:

Necromancer's Handbook
{2}
Artifact

{2}, {T}: Remove target creature card in your graveyard from the game.
{4}, {T}, Sacrifice Necromancer's Handbook: Put into play under your control all cards removed from the game with Necromancer's Handbook.

Each resurrection is subtly different, but the notes in the margins of the handbook unify the precepts of necromancy into one.
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Did you know that Red is the color or art and music and passion? Combine that with Green, the color of nature, spiritualism, and community and you get a hippie commune of drum circles, dreamcatchers, and recreational drug use. Let's see that win a Pro Tour.
Nibble
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« Reply #2 on: May 27, 2005, 02:03:38 am »

Originally it came across as being quite powerful, but really, it's not mana-efficient for one or two creatures, and it's not terribly time-efficient for many. Well, I guess what I mean by time-efficient is that your opponent sees your plan coming a mile away, and a single well-timed removal spell can take out multiple turns of you fueling the book, and you'll have nothing to show for it.

What about making the second ability sorcery-speed? It seems powerful enough an effect to make sense flavor-wise, plus it means you can't just respond to any removal your opponent tosses at it. Other than that, I think it's solid.
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asmoranomardicodais
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« Reply #3 on: May 28, 2005, 12:22:18 pm »

I love this card. Bravo. It feels like Skyship Weatherlight, Mangara's Tomb, and countless others, so I think the 4 activation is perfect. Only thing is, maybe change the flavor text.
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Ephraim
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LordZakath
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« Reply #4 on: May 29, 2005, 12:46:35 pm »

I think that the delay inherrent in this card is sufficient penalty without making the resurrection ability playable only as a sorcery. In order to protect it, it already requires that you leave four mana open. Also, if your opponent is sitting on removal, his best bet is probably to wait until the end of his own turn and Oxidize this when you go to collect another creature. Unlike Synod Sanctum, this requires you to tap it as part of the resurrection ability, which means there are brief, but relevant periods during which it is vulnerable to removal.
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Did you know that Red is the color or art and music and passion? Combine that with Green, the color of nature, spiritualism, and community and you get a hippie commune of drum circles, dreamcatchers, and recreational drug use. Let's see that win a Pro Tour.
asmoranomardicodais
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« Reply #5 on: May 30, 2005, 12:56:09 am »

See Cold Storage for a card very similar to this. That card's power level might determine if you want to make this card stronger or not.
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Ephraim
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LordZakath
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« Reply #6 on: June 02, 2005, 08:52:13 am »

24 Hour Clock
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Matt
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« Reply #7 on: June 09, 2005, 12:06:24 pm »

Closed and added.[/color]
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